示例#1
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            switch (CurrentGameState)
            {
            case GameState.InGame:
                InGame.Draw(_spriteBatch);
                break;

            case GameState.MainMenu:
                Main.Draw(_spriteBatch);
                break;

            case GameState.Exit:
                break;

            case GameState.HighScore:
                HighScore.Draw(_spriteBatch);
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }

            base.Draw(gameTime);
        }
示例#2
0
        private void GetMovement(GameTime gameTime)
        {
            // Update keyboard state
            _currentKeyboardState = Keyboard.GetState();
            // Reset displacement
            Vector2 displacement = Vector2.Zero;

            // Get input
            if (_currentKeyboardState.IsKeyDown(_controlScheme.MoveUp))
            {
                displacement.Y -= speed * gameTime.ElapsedGameTime.Milliseconds;
                _animationSet.AnimationDirection = AnimationDirections.Up;
            }

            if (_currentKeyboardState.IsKeyDown(_controlScheme.MoveLeft))
            {
                displacement.X -= speed * gameTime.ElapsedGameTime.Milliseconds;
                _animationSet.AnimationDirection = AnimationDirections.Left;
            }

            if (_currentKeyboardState.IsKeyDown(_controlScheme.MoveRight))
            {
                displacement.X += speed * gameTime.ElapsedGameTime.Milliseconds;
                _animationSet.AnimationDirection = AnimationDirections.Right;
            }

            if (_currentKeyboardState.IsKeyDown(_controlScheme.MoveDown))
            {
                displacement.Y += speed * gameTime.ElapsedGameTime.Milliseconds;
                _animationSet.AnimationDirection = AnimationDirections.Down;
            }

            // if nothing happened set _animationState to Idle and return.
            if (displacement == Vector2.Zero)
            {
                _animationSet.AnimationState = AnimationStates.Idle;
                return;
            }
            // if something happened set _animationState to Walk
            _animationSet.AnimationState = AnimationStates.Walk;

            // Limit distance from other player
            // If the new distance is greater than MaxChainLength
            if (Vector2.Distance(CollidableObject.Position + displacement, InGame.GetOtherPlayerPosition(CollidableObject.Position)) > MaxChainLength)
            {
                // Don´t add displacement to position
                return; // TODO: make the remaining length used too
            }

            // Add displacement to position
            AddToPosition(displacement);
        }
示例#3
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.End) || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }
            // If console is opened, skip updating game
            if (_console.Opened)
            {
                base.Update(gameTime);
                return;
            }

            //Fullscreen
            if (Keyboard.GetState().IsKeyDown(Keys.F))
            {
                _graphics.IsFullScreen = !_graphics.IsFullScreen;
                _graphics.ApplyChanges();
            }

            switch (CurrentGameState)
            {
            case GameState.InGame:
                if (IsMouseVisible == true)
                {
                    IsMouseVisible = false;
                }
                InGame.Update(gameTime);

                break;

            case GameState.MainMenu:
                Main.Update();

                break;

            case GameState.HighScore:
                HighScore.Update();
                break;

            case GameState.Exit:
                this.Exit();
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }
            base.Update(gameTime);
        }
示例#4
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            Services.AddService(typeof(SpriteBatch), _spriteBatch);
            GameConsoleOptions consoleOptions = new GameConsoleOptions()
            {
                ToggleKey   = Keys.Insert,
                Padding     = 10,
                OpenOnWrite = true,
            };

            IConsoleCommand[] commands = new IConsoleCommand[] { new BeepCommand() };


            _console = new GameConsole(this, _spriteBatch, commands, consoleOptions);

            InGame.LoadContent(Content, GraphicsDevice);
            Main.LoadContent(Content, GraphicsDevice.Viewport);
            HighScore.LoadContent(Content, GraphicsDevice.Viewport);
#if DEBUG
            DebugFont = Content.Load <SpriteFont>(@"Fonts/DebugFont");
#endif
        }